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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6190910" data-attributes="member: 6681948"><p>[MENTION=42582]pemerton[/MENTION], I'm not sure I concur that specific games become wargamer, storyteller or "indie" by their mechanics. I've certainly seen people on these boards lay claim to each of the three in D&D games, and it has certainly published rules comments and adventures supporting at least the first two. I don't know how one would publish adventures for the third, as it requires getting all the players on board for the themes and conflicts. It seems more three possible social contracts around the table.</p><p></p><p>I think indie, at least in many desacriptions I've heard, may trend to gamist, as well. The game provides resources for players and GM's to enforce their will on the scene, so management of these resources, rather than player consensus, seems to become the key to "getting your way". By classifying this approach as "indie", I think you restrict the ability of others to comment, as Indie games are less widely played. I do recognize Heroquest, but the games we have played are not managed by players directing resources to dictate the course of events, so I think that it can also be played in a storyteller or wargame model. And I don't think that's "doing it wrong" any more than playing a game of D&D where the agenda is set by all participants is "doing it wrong".</p></blockquote><p></p>
[QUOTE="N'raac, post: 6190910, member: 6681948"] [MENTION=42582]pemerton[/MENTION], I'm not sure I concur that specific games become wargamer, storyteller or "indie" by their mechanics. I've certainly seen people on these boards lay claim to each of the three in D&D games, and it has certainly published rules comments and adventures supporting at least the first two. I don't know how one would publish adventures for the third, as it requires getting all the players on board for the themes and conflicts. It seems more three possible social contracts around the table. I think indie, at least in many desacriptions I've heard, may trend to gamist, as well. The game provides resources for players and GM's to enforce their will on the scene, so management of these resources, rather than player consensus, seems to become the key to "getting your way". By classifying this approach as "indie", I think you restrict the ability of others to comment, as Indie games are less widely played. I do recognize Heroquest, but the games we have played are not managed by players directing resources to dictate the course of events, so I think that it can also be played in a storyteller or wargame model. And I don't think that's "doing it wrong" any more than playing a game of D&D where the agenda is set by all participants is "doing it wrong". [/QUOTE]
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